Freelance
Traveller

Editor’s note: The initial Fifth Imperium column was
published on the RPG.Net website in July 2009, and appeared in Freelance
Traveller’s initial issue in November 2009. This column originally
appeared on the RPG.Net website in April 2010, and in Freelance
Traveller Issue 005
in May 2010.

One way to come up with original adventures for your
Traveller game is to set stories in other
genres. In the first article in this series, I covered some of the more
mysterious genres: mystery, noir, and espionage. This week I’m going to
step from the unknown to the spooky, weird, shadowy, and truly scary, by
looking at how the horror and conspiracy genres can used in
Traveller.

The Horror Genre

In many ways, the horror genre is just as wide as the science-fiction
genre, because it involves those things that are scary, regardless of
the specific setting. Of course, that means that horrific
science-fiction is no more far-fetched then horrific fantasy (Ravenloft)
or horrific espionage (The X-Files,
Fringe).

I know that other writers (such as Stephen King and H.P. Lovecraft)
have written far more about the particular elements of horror than I
possibly could here. It should involve powerful and possibly unseen
forces. They should be hard to stop and/or hard to understand. Most of
all, they should play upon the terrors of the human species. That most
traditionally has centered on death, but Lovecraft correctly pointed out
that insanity could be a fear as well. Generally, helplessness, lack of
control, and even just lack of information are some of the things that
might let you scare your players.

Unfortunately, the enemy of all things horrific is information, and
any far-future game filled with interwebs, Xboat routes, satellite
systems, and commdots is going to be full of information. Fortunately,
Traveller gives you a very easy way to get
around that: the slowness of interstellar communication. When you’re
investigating an alien planet or a derelict starship, you’re truly on
your own.

Most horror is monster-based. Alien species, whether they be sentient
races or dumb animals, are most likely to fill the role of monsters in a
Traveller game. If they’re shape-shifters,
carnivores, or creatures able to recover from seemingly mortal wounds,
they’ll be even more likely to scare—and they’re all possibilities in a
science-fiction game.

Psionics also offer a real opportunity for terror in a
Traveller game, as you can drop players
into dreamscapes composed of exactly what they fear most.

Finally, the trope of a deserted area can always be used to scare.
The idea of a derelict starship has already been mentioned. Scientific
outposts, research stations, and colonies all also offer the opportunity
for strangely empty locales. After all, if there’s supposed to be
someone there, and there isn’t, something must have happened to them.

Traveller References. The GDW Double
Adventure that includes Death Station
offers a good first look at the deserted-place horror motif. Beyond
that, Challenge magazine often offered
horror-themed adventures in its October issues. “Fated Voyage” in
Challenge #46 is a neat ghost story, while
“To Sleep, Perchance to Scream” in Challenge
#54 is a less enthralling killer-monster adventure as is “Deadly
Artifact” in Challenge #65.

Other References. There are plenty of scary
SF/horror movies out there, including classics like
Alien and The Thing.
Most are, like those, of the alien-monster variety. The most famous
writer of SF/horror is doubtless H.P. Lovecraft; though his Great Old
Ones and Elder Gods are generally classified as straight horror, many of
them are actually pretty good SF, especially for the time period.

The Conspiracy Genre

Is conspiracy really a genre? Certainly, I could argue that it’s
largely the foundation of other genres—the backstory of why your
mystery, espionage, horror, or even science-fiction events are
happening. However, I think that Umberto Eco proved that conspiracy
could stand on its own in Foucault’s Pendulum.

So, what makes up a conspiracy story? I think it requires secrets
within secrets, peeling back like the layers of an onion. In
Traveller you’d need to envision something
that really undercut our normal understanding of the
Traveller universe. Perhaps a conspiracy
ensured that both the Rule of Man and the Third Imperium stayed under
the control of its Vilani founders, despite the appearance of Solomani
control. In the Spinward Marches, perhaps some force has controlled
which areas of the sector have been colonized and which haven’t. Within
a subsector, perhaps a single power (be it a megacorp, an immortal
individual, or an alien race) controls what appear to be several
individual worlds. To really make a story fit into the conspiracy genre,
include typical elements like secret societies, shadowy cabals, hidden
planets, undiscovered alien races, suppressed technology, and ancient
secrets to your game.

Something to keep in mind is that conspiracy can be tough. In a
mystery you have to lay out an adventure-long set of clues that lead
players to a satisfying conclusion, while in a conspiracy you might have
to do so over the course of an entire campaign! Part of the joy of the
conspiracy genre, after all, comes from slowly unveiling what was
hidden.

Traveller References. There are probably
fewer examples of conspiracy-genre Traveller
games than any of the other genres I've talked about in this series thus
far.

The Secret of the Ancients could have
formed the basis of a conspiracy, if anyone had actually known about it.
Perhaps building it more deeply into your own
Traveller universe—creating a universe where people know and hide
the secret and serve certain higher powers—might produce a campaign arc
that’s ultimately more satisfying than the original adventure was. (I
also hear tell that Mongoose is work on a new “Secret of the Ancients”
campaign, which might provide fodder for a totally different
conspiracy.)

The Argon Gambit, also published in
Traveller Double Adventure 3 is another
classic-era conspiracy. Burglary and blackmail lead to political
intrigue. It’s a nice bit of conspiracy with a basis in the Solomani
side of Traveller space.

I tried to introduce a bit of conspiracy into my own campaign with
the adventure sequence that ended with “New Humaniti”, but haven't done
much with the conspiracy elements since then.

Other References. The aforementioned
Foucault’s Pendulum is pretty much the
touchstone for the genre. If you want to look at other RPGs,
Nephilim showed how to create conspiracy
in a modern day or historical game (and also had awesome lists of
references). In the SF genre, conspiracy stories are a bit more scarce,
but would surely involve ancient, purposefully hidden secrets. Anyone
have any suggestions for reading?

Conclusion

In these last two articles, I’ve covered the top five genres that you
might want to blend with science fiction—and offered numerous ideas for
plot seeds to go with them. I've still got a few more articles planned
in this series, on some more unlikely genres and on the components of
the science-fiction genre itself, but before I get to those, I plan to
take a break, and cover a different topic, first. I’ll see you in a
month.